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Page Contents Current As of Patch: 2022-04-05


This article is about the 'auraxium' directive reward weapon. For the debuff, see Havoc (Status Effect).
Havoc
Havoc
The TR's infamous Havoc Squad popularized this shotgun loadout enough to have it put into production. Primarily used with behind-the-lines galaxy drops to secure CCs, the Havoc can clear rooms and hold points with the best of them.
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Empire: Icon TR
Can Use: Icon Light AssaultIcon Combat MedicIcon EngineerIcon Heavy Assault
Weapon Type: Shotguns
Fire Rate: 225 RPM
Muzzle Velocity: 300m/s
Effective Range: Short
Fire Modes: Automatic
Headshot Multiplier: 1.5x
ADS Move Speed Multiplier: 0.75x
Damage[?]
Max Damage:
100x6
600
before 8m
Min Damage:
84x6
504
after 20m
Reload Speed
Short Reload: 2.4s
Long Reload: 3.4s
Ammunition
Magazine Size: 10
Ammunition Pool: 60
Pellet Count: 6
Accuracy[?]
Hip Aim
Crouch Still: 0.15 0.15
Move: 0.15 0.15
Stand Still: 0.15 0.15
Move: 0.15 0.15
Bloom per Shot: 0.3 0.15
Sprint: 5
Jump/Airborne: 6
Pellets Spread: 3
Recoil[?]
Vertical: 3.2
Horizontal, Min/Max: 0.5/0.5
Horizontal Tolerance: 1.5
Angle Min/Max: 0°/0°
Bias: ← = →
Recoil Decrease: 8
First Shot Recoil Multiplier: 1x
Data Sources?
Census DBG API source:

Havoc API Data

Census LF API source: Havoc API Data

The Havoc is a shotgun available to the Terran Republic. It is unlocked upon completion of the Master Shotguns directive.

The Havoc is an 'auraxium' variant of the FA1 Barrage, sharing most of the same base stats and decorated with a special 'auraxium' camo. Compared to the base weapon, the Havoc features an automatic firing mode, similar to the AS16 NightHawk, along with an extension of 3 meters to its maximum damage range and a 25% increase to its magazine size. In exchange, the Havoc suffers from harsher recoil and increased reload speeds.

Attachments[]

Attachments
Optic
HS/NV Scope (1x)
Ns weapon scope hsnv scope
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 30
Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers.
RTA Reflex Sight (1x)
Icon weaponAttachment tr redDotSight01
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 30
The TR's Rapid Target Acquisition sight provides no magnification, but uses a clear red dot sight for close-combat situations.
More reticles for this scope available, see full article.
MH2 Reflex Sight (2x)
Icon weaponAttachment tr redDotSight05
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 30
The Terran MH2 features 2x magnification inside of a holographic red dot sight, giving it the advantage in urban combat situations.
More reticles for this scope available, see full article.
DMO (3.4x)
Tr weapon scope dmo x3.4
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 30
Equipped with a combination chevron/crosshair reticle and 3.4x magnification capabilities, the TR's Designated Marksman Optics functions well at many ranges.
HDS (3.4x)
Tr weapon scope hds x3.4
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 30
Using a red dot reticle with 3.4x optical magnification, the TR's Holographic Dot Sight performs well in close and mid-range combat scenarios.
TMS (4x)
Tr weapon scope tms x4
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 30
Sharpshooters have long preferred the Terran Marksman Scope, praising its simple 4x magnified crosshair for its versatility and efficiency.
ACS (4x)
Tr weapon scope acs x4
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 30
The Terran Republic's Advanced Combat Scope utilizes a triple chevron reticle and 4x magnification, making it a good choice for all-around use.
Barrel
Smart-Choke
Smart-Choke
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 100
A smart-choke tightens pellet spread by 40% when firing while aimed, but widens pellet spread by 20% when firing from the hip.
Rail
Comfort Grip
Comfort Grip (TR)
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 100
A comfort grip reduces the time it takes to swap to the weapon by 30%, reduces horizontal recoil by 20%, but increases vertical recoil by 20%.
Darklight Flashlight
Darklight Flashlight
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 100
The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position.
The light can be turned on and off with Toggle Attachment hotkey.
Extended Magazine
Extended Magazine (TR)
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 100
Increases the amount of ammunition in each magazine by 2 rounds rounds, and the weapon takes 15% longer to equip and unequip.
MPL
MPL
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 100
The mobile prediction laser reduces vertical and horizontal recoil when fired from the hip by 60%.
Ammo
Flechette Ammunition
Flechette Ammunition
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 100
Replaces the standard buckshot with dart-like flechettes that triple the maximum and minimum damage range, but reduces the number of pellets fired per shot by 1.
Slug Ammunition
Slug Ammunition (TR)
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 100
The weapon now fires an accurate, high-velocity slug dealing 450 damage, fall off to 300 at the weapon's minimum damage range.

Damage Fall-off[]

Buckshot:
Stats in green are the weapon's damage assuming all pellets connect at the given range.

  • 100 before 8 meters (600)
  • 91 at 14 meters (546)
  • 84 after 20 meters (504)

Each range graduation denotes an additional pellet being required to kill the target if only one pellet is hit per trigger pull.

Flechette:
Stats in orange are the weapon's damage assuming all pellets connect at the given range.

  • 100 before 24 meters (500)
  • 91 at 42 meters (455)
  • 84 after 60 meters (420)

Each range graduation denotes an additional pellet being required to kill the target if only one pellet is hit per trigger pull.

Effectiveness[]

Assuming all pellets hit the target.

Versus Infantry
Infantry Body part Shots to Kill
0-8m8-14m14-20m
Icon Light AssaultInfantry Head 222
Torso 2(2)2(2)2(2)
Legs 2(2)3(3)3(3)
Icon InfiltratorInfiltrator Head 122
Torso 2(2)2(2)2(2)
Legs 2(2)2(2)2(2)
Icon Heavy AssaultHeavy Assault Overshield Head 222
Torso 3(3)3(3)3(3)
Legs 3(3)3(3)4(4)
Icon MAXMAX Head 121314
Torso 17(21)19(23)20(25)
Legs 19(24)21(26)23(28)
Theoretical Time To Kill
Infantry Body part 0m 8m 14m 20m
Normal Suit Normal Suit Normal Suit
Icon Light AssaultInfantry Head 0.267s 0.293s - 0.313s - 0.333s -
Torso 0.267s 0.293s - 0.313s - 0.333s -
Icon InfiltratorInfiltrator Head 0s 0.027s - 0.313s - 0.333s -
Torso 0.267s 0.293s - 0.313s - 0.333s -
Icon Heavy AssaultHeavy Assault Head 0.267s 0.293s - 0.313s - 0.333s -
Torso 0.533s 0.56s - 0.58s - 0.6s -
Icon MAXMAX Head 2.933s 2.96s - 3.247s - 3.533s -
Torso 4.267s 4.293s 5.36s 4.847s 5.913s 5.133s 6.467s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 8m After 20m
Link=FlashFlash - 13 (on fire @ 10) 15 (on fire @ 12)
Composite Armor 4 - 17 (on fire @ 13) 20 (on fire @ 16)
Link=HarasserHarasser - 33 (on fire @ 26) 39 (on fire @ 31)
Composite Armor 4 - 39 (on fire @ 31) 46 (on fire @ 37)
Sunderer DiagramSunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT DiagramANT - Immune
Lightning DiagramLightning Front/Top Immune
Side
Rear
Prowler DiagramProwler/
Magrider DiagramMagrider
Front/Top Immune
Side
Rear
Chimera DiagramChimera Front/Top Immune
Side
Rear
Vanguard DiagramVanguard Front/Top Immune
Side
Rear
Mosquito DiagramReaver DiagramScythe DiagramESF - 20 (on fire @ 16) 24 (on fire @ 20)
Composite Armor 4 - 22 (on fire @ 18) 27 (on fire @ 21)
Valkyrie DiagramValkyrie Front/Side/Top/Rear 50 (on fire @ 40) 60 (on fire @ 48)
Bottom 100 (on fire @ 80) 120 (on fire @ 96)
Composite Armor 4 Front/Side/Top/Rear 58 (on fire @ 46) 69 (on fire @ 55)
Bottom 115 (on fire @ 92) 137 (on fire @ 110)
Dervish DiagramDervish - 39 (on fire @ 32) 47 (on fire @ 38)
Composite Armor 4 - 43 (on fire @ 35) 51 (on fire @ 41)
Liberator DiagramLiberator - Immune
Composite Armor 4 - Immune
Galaxy DiagramGalaxy - Immune
Composite Armor 4 - Immune
Bastion Fleet Carrier DiagramBastion Weak Point - Immune

Assuming all pellets hit the target.

Versus Infantry
Infantry Body part Shots to Kill
0-24m24-42m42-60m
Icon Light AssaultInfantry Head 222
Torso 2(2)3(3)3(3)
Legs 3(3)3(3)3(3)
Icon InfiltratorInfiltrator Head 222
Torso 2(2)2(2)3(3)
Legs 2(2)3(3)3(3)
Icon Heavy AssaultHeavy Assault Overshield Head 233
Torso 3(3)4(4)4(4)
Legs 4(4)4(4)4(4)
Icon MAXMAX Head 141516
Torso 20(25)22(28)24(30)
Legs 23(28)25(31)27(34)
Theoretical Time To Kill
Infantry Body part 0m 24m 42m 60m
Normal Suit Normal Suit Normal Suit
Icon Light AssaultInfantry Head 0.267s 0.347s - 0.407s - 0.467s -
Torso 0.267s 0.347s - 0.673s - 0.733s -
Icon InfiltratorInfiltrator Head 0.267s 0.347s - 0.407s - 0.467s -
Torso 0.267s 0.347s - 0.407s - 0.733s -
Icon Heavy AssaultHeavy Assault Head 0.267s 0.347s - 0.673s - 0.733s -
Torso 0.533s 0.613s - 0.94s - 1s -
Icon MAXMAX Head 3.467s 3.547s - 3.873s - 4.2s -
Torso 5.067s 5.147s 6.48s 5.74s 7.34s 6.333s 7.933s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 24m After 60m
Link=FlashFlash - 15 (on fire @ 12) 18 (on fire @ 15)
Composite Armor 4 - 20 (on fire @ 16) 24 (on fire @ 19)
Link=HarasserHarasser - 39 (on fire @ 31) 46 (on fire @ 37)
Composite Armor 4 - 47 (on fire @ 37) 55 (on fire @ 44)
Sunderer DiagramSunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT DiagramANT - Immune
Lightning DiagramLightning Front/Top Immune
Side
Rear
Prowler DiagramProwler/
Magrider DiagramMagrider
Front/Top Immune
Side
Rear
Chimera DiagramChimera Front/Top Immune
Side
Rear
Vanguard DiagramVanguard Front/Top Immune
Side
Rear
Mosquito DiagramReaver DiagramScythe DiagramESF - 24 (on fire @ 20) 29 (on fire @ 23)
Composite Armor 4 - 27 (on fire @ 22) 32 (on fire @ 26)
Valkyrie DiagramValkyrie Front/Side/Top/Rear 60 (on fire @ 48) 72 (on fire @ 58)
Bottom 120 (on fire @ 96) 143 (on fire @ 115)
Composite Armor 4 Front/Side/Top/Rear 69 (on fire @ 56) 83 (on fire @ 66)
Bottom 138 (on fire @ 111) 165 (on fire @ 132)
Dervish DiagramDervish - 47 (on fire @ 38) 56 (on fire @ 45)
Composite Armor 4 - 52 (on fire @ 42) 62 (on fire @ 49)
Liberator DiagramLiberator - Immune
Composite Armor 4 - Immune
Galaxy DiagramGalaxy - Immune
Composite Armor 4 - Immune
Bastion Fleet Carrier DiagramBastion Weak Point - Immune

Versus Infantry
Infantry Body part Shots to Kill
0-5mAfter 20m
Icon Light AssaultInfantry Head 23
Torso 3(3)4(4)
Legs 3(3)4(4)
Icon InfiltratorInfiltrator Head 22
Torso 2(2)3(3)
Legs 3(3)4(4)
Icon Heavy AssaultHeavy Assault Overshield Head 34
Torso 4(4)5(5)
Legs 4(4)6(6)
Icon MAXMAX Head 1523
Torso 23(28)34(42)
Legs 25(31)38(47)
Theoretical Time To Kill
Infantry Body part 0m 5m 20m
Normal Suit Normal Suit
Icon Light AssaultInfantry Head 0.267s 0.283s - 0.6s -
Torso 0.533s 0.55s - 0.867s -
Icon InfiltratorInfiltrator Head 0.267s 0.283s - 0.333s -
Torso 0.267s 0.283s - 0.6s -
Icon Heavy AssaultHeavy Assault Head 0.533s 0.55s - 0.867s -
Torso 0.8s 0.817s - 1.133s -
Icon MAXMAX Head 3.733s 3.75s - 5.933s -
Torso 5.867s 5.883s 7.217s 8.867s 11s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 5m After 20m
Link=FlashFlash - 17 (on fire @ 14) 25 (on fire @ 20)
Composite Armor 4 - 22 (on fire @ 18) 33 (on fire @ 26)
Link=HarasserHarasser - 43 (on fire @ 35) 65 (on fire @ 52)
Composite Armor 4 - 52 (on fire @ 42) 77 (on fire @ 62)
Sunderer DiagramSunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT DiagramANT - Immune
Lightning DiagramLightning Front/Top Immune
Side
Rear
Prowler DiagramProwler/
Magrider DiagramMagrider
Front/Top Immune
Side
Rear
Chimera DiagramChimera Front/Top Immune
Side
Rear
Vanguard DiagramVanguard Front/Top Immune
Side
Rear
Mosquito DiagramReaver DiagramScythe DiagramESF - 27 (on fire @ 22) 40 (on fire @ 32)
Composite Armor 4 - 30 (on fire @ 24) 44 (on fire @ 36)
Valkyrie DiagramValkyrie Front/Side/Top/Rear 67 (on fire @ 54) 100 (on fire @ 80)
Bottom 134 (on fire @ 107) 200 (on fire @ 160)
Composite Armor 4 Front/Side/Top/Rear 77 (on fire @ 62) 115 (on fire @ 92)
Bottom 154 (on fire @ 123) 230 (on fire @ 184)
Dervish DiagramDervish - 52 (on fire @ 42) 78 (on fire @ 63)
Composite Armor 4 - 58 (on fire @ 46) 86 (on fire @ 69)
Liberator DiagramLiberator - Immune
Composite Armor 4 - Immune
Galaxy DiagramGalaxy - Immune
Composite Armor 4 - Immune
Bastion Fleet Carrier DiagramBastion Weak Point - Immune

Ribbons and Medals[]

It is possible to earn both Ribbons and Medals while using the Havoc. Each ribbon is a standard reward for achieving a set amount of kills with the shotgun. Medals are awarded upon reaching kill milestones with the weapon.

Ribbon(s)[]

Ribbon Icon Requirements
Havoc
Service Ribbon
Pistol Ribbon
10 kills
Find out more on the Service Ribbons article.


Medals[]

Medal Icon Requirement Award
No Medal
Medal Empty
0 kills N/A
Copper Medal
Medal Copper
10 kills Certification Points
Silver Medal
Medal Silver
60 kills 10 Certification Points
Gold Medal
Medal Gold
160 kills 20 Certification Points
Auraxium Medal
Medal Auraxium
1,160 kills 200 Certification Points

History[]

  • January 12, 2017 Hotfix
    • Max damage from 130@8m to 100@8m
    • Min damage from 50@18m to 84@20m
    • Magazine from 8 to 10
    • Ammo capacity from 48 to 50
    • Long reload from 3.22sec. to 3.54sec.
    • Cone of Fire bloom from 0.5 to 0
    • ADS pellet spread from 2.5 to 2
    • Vertical recoil from 1.3 to 2.8
    • Horizontal recoil from 0.2 to 0.5
    • Horizontal recoil tolerance from 0.4 to 1.5
    • Hipfire recoil recovery rate from 15 to 8
  • March 30, 2022 Update (The Arsenal Update)
    • Starting CoF for all shotguns is now 0.15 in all non-jumping/sprinting/falling movement states.
    • Pellet spread values while aiming and firing from the hip have been standardized using the wider hipfire values.
    • Cone of fire now blooms per shot by 0.3 from the hip, and 0.15 while aiming.
    • Dev Note: The above changes aim to reduce the inconsistency and frustration of using these weapons, which was mainly caused by cone of fire spread stacked on top of the pellet spread. These changes are important when the new attachments and updated attachments come into play.
    • This weapon is now automatic.
    • Vertical recoil from 2.8 to 3.2
    • Short reload from 2.1sec. to 2.4sec.
    • Long reload from 3.542sec. to 3.4sec.
    • Reserve ammunition from 50 to 60.
    • Dev Note: The adjustments to this weapon are on top of the overall changes to shotguns detailed elsewhere. The main draw of this weapon now becomes the semi-auto stat base being given automatic fire capabilities.
    • Now has access to the Extended Magazine, Smart-Choke, MPL,Slug Ammo and Flechette Ammo.
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